SECOND LIFE WORKS
In the late 90s and early 2000s, I began my exploration of New Media in the realms of digital and Internet art. I applied traditional art skills with my tendency for nontraditional experimentation, independent learning and rapid adaptation to new tools.
Since 2005 I have created art within Second Life, a user-created 3D virtual reality internet world. Second Life users, called "residents," create and customize avatars (digital bodies), socialize, connect, create, and interact using text and voice chat. Second Life's environment makes it possible for me make art in a 3D environment using uploaded textures, 3D mesh and sound clips, prefabricated objects, in-world building-block tools, and programming scripts.
Collaborating with other artists and people in technical fields, I have created virtual art in which visitors from all over the globe experience immersive installations that integrate music, static imagery, video, narrative, interactive objects, and full 3D points of view.
Most of my projects have focused on themes of trauma, power, and social issues.
My highly-customized avatar, a genderless humanoid with a third eye, is an integral aspect to the artwork I do within Second Life. It is a continually evolving stylized self-portrait, and its androgynous features are an expression of and a commentary on breaking the boundaries of gender norms.
I believe that augmented and virtual reality art has immense potential for not only fine art and entertainment applications, but also the potential to improve education, community-building, and social change.
Since 2005 I have created art within Second Life, a user-created 3D virtual reality internet world. Second Life users, called "residents," create and customize avatars (digital bodies), socialize, connect, create, and interact using text and voice chat. Second Life's environment makes it possible for me make art in a 3D environment using uploaded textures, 3D mesh and sound clips, prefabricated objects, in-world building-block tools, and programming scripts.
Collaborating with other artists and people in technical fields, I have created virtual art in which visitors from all over the globe experience immersive installations that integrate music, static imagery, video, narrative, interactive objects, and full 3D points of view.
Most of my projects have focused on themes of trauma, power, and social issues.
My highly-customized avatar, a genderless humanoid with a third eye, is an integral aspect to the artwork I do within Second Life. It is a continually evolving stylized self-portrait, and its androgynous features are an expression of and a commentary on breaking the boundaries of gender norms.
I believe that augmented and virtual reality art has immense potential for not only fine art and entertainment applications, but also the potential to improve education, community-building, and social change.
ArthOle